I have a feeling that personas spawn slightly behind the player character, so by air-turning to face away before summoning a persona that auto-faces the enemy, it spawns slightly closer to them before it moves, which is how air-turning gives certain persona moves extra range
Correct. This is how Persona normals gain extra range from air turn. Their position is usually tucked a bit behind their Persona user. Combine air turn, the persona's behind-position, and their own auto correction towards the opponent, and that's what you get. As a bonus, I remember Thanatos's j.D air grab being an extreme example of this back in the original P4A release. From meager range to catching people beyond round-start distance. Give it back.
everyone knows your persona is embedded in your spine, so by turning your back to your opponent, you're basically holding the door open for your persona to enter the battle field, rather than expecting them to open it themselves
Never get to play P4A sadly, but this kind of depth in game mechanic always fascinates me and the delivery is spot on Also, awesome music choice, opening it with Lynne's theme then ending it with School Days!
Never played P4U, so I didn't know air turning was in the hame. However, the game is made by Arcs System Works and I can just tell the idea to put air turning in the game came from Guilty Gear Isuka. Where you were able to turn around mid-fight at the press of a button.
I played P4U a little bit, but none of the streamers I've watched ever talked about this. Or I haven't heard about it in any of the tournaments I've watched. Seems like a very interestin mechanic.
one of the silliest strive techs as Goldlewis involves this. you dont turn around in the air until you perform an air action, so if you jump over the opponent and press a button, it won't be reversed. his 842 and 862 behemoths use almost identical animations, just mirrored. if you use a behemoth just before landing, he does the grounded version without turning around. as a result, you can jump over your opponent and input 842 just before landing for a low, or do 862 just after landing for an overhead, and it's basically a pure 50/50.
I haven't even played P4. Why do I get recommendations for an obscure fighting mechanic from P4 Arena? Anyway, that's a very unusual mechanic for a fighting game. Compared to the few fighting games I have ever tried.
i know you weren't asking but since you mentioned it, i'll say that p4 is a pretty decent (and admittedly unusual) game, with a lot of great characters and side characters. the game is pretty heavily character-focused so if you're into that then you might actually like it on a real one. even then if you prefer story focused then p3 is my favourite of the franchise by a mile, and that also has good characters again ik this was unprompted but i'll take any chance to try and share games i like lmao
so you never played any of the real bout games? first thing i thought when i touched this game was "an airdash with midair turn mechanic, this is gonna be so broken", but then the game was broken everywhere
The capacity of turning around in the air exists in some SNK games from the early 90s. Sorry but its absolutely not a new thing invented by Arcsys. The only correct thing to say is that Arcsys created a kind of polished or evolved form of air turning. So that is just one of the many old innovations in fgs that were abandoned in the 90s for a long time. Generally the newer fg fans (around the ps3 gen) or just the fans with little varied fg culture (stuck into the bubble of his few favorite games) have a very small idea of how much the genre was explored creatively in the early times... and many of those innovations were just forgotten. Then those newer guys see one of these forgotten ideas brought back, gets naturally surprised at that unusual thing (in a genre that became so repetitive and stagnant after the 00s) and believes its finally a fresh and original idea.
It's actually very intuitive. It's done by pressing 2 buttons or a single assigned button. Do you want to face this direction while airdashing? You're stuck in the air. They ran under you, you can choose to go in another direction and angle your move how you want. Now everyone has extra mobility options, most character have at least one decent left/right, and generally a "very specific cool thing" based on the character. This video is glossing over really REALLY specific things that I don't think most of these are actually done, but it is very useful.
it's me
As the likes are on 69, I take responsibility on making it 70. Gomenasai.
I have a feeling that personas spawn slightly behind the player character, so by air-turning to face away before summoning a persona that auto-faces the enemy, it spawns slightly closer to them before it moves, which is how air-turning gives certain persona moves extra range
Correct. This is how Persona normals gain extra range from air turn. Their position is usually tucked a bit behind their Persona user. Combine air turn, the persona's behind-position, and their own auto correction towards the opponent, and that's what you get.
As a bonus, I remember Thanatos's j.D air grab being an extreme example of this back in the original P4A release. From meager range to catching people beyond round-start distance.
Give it back.
everyone knows your persona is embedded in your spine, so by turning your back to your opponent, you're basically holding the door open for your persona to enter the battle field, rather than expecting them to open it themselves
Never played the game before, but this is a genuinely interesting video. I hope you get all the attention you deserve, man
Ok
This is legit a rlly good review of the mechanic, would love to see more😊
Never get to play P4A sadly, but this kind of depth in game mechanic always fascinates me and the delivery is spot on
Also, awesome music choice, opening it with Lynne's theme then ending it with School Days!
WOW. Best video yet. Really nice pacing on the text, didn't need to pause at any point. Info was excellent. Good job!!
Persona has deep and amazing mechanics. I never understood why it's not more popular
after blazblue I have had enough of the weird things you need to memorize to play a fighitng game.
granblue is enough to learn.
Yeah, curse of fighting games. For that much effort, I could re-learn an instrument and be fun at parties.
This is a fire video
damn, that yukiko was fuckin
Never played P4U, so I didn't know air turning was in the hame. However, the game is made by Arcs System Works and I can just tell the idea to put air turning in the game came from Guilty Gear Isuka. Where you were able to turn around mid-fight at the press of a button.
NEW CLALL VIDEO ESSAY (day is good)
Yessir more top tier P4AU content! Love to see it! I gotta use Air Turning a lot more often I forget how good it can be.
I’m glad someone finally covered this!
I played P4U a little bit, but none of the streamers I've watched ever talked about this. Or I haven't heard about it in any of the tournaments I've watched.
Seems like a very interestin mechanic.
amazing video! congrats
The three Real Bout Fatal Fury games ('95, '97, '98) all have this if you hit D (which changes lanes if grounded) in the air
the snk real boult series had air turn mechanics...
Plus R has an air turn with Jam
Such a simple mechanic and yet it changes so much
Every day i find a video with Ghost Trick music and every day I become happier
Clall up lil bro
Really good video Clall, you cooked with this
Airturn 💕
Great work man
I love air-turn! AT.j.B on Minazuki is quite lethal
GENUS
best sho na is binky
Fatak fury has it and i knew it from there, I didn't knew p4u had it too
Air turn as an Arc System Works mechanic originates from Guilty Gear The Missing Link.
Meanwhile, Smash Bros. and Ryo’s backwards air kick:
Instant like for ghost trick music
THE GOAT MECHANIC
Great video! Airturn is pretty useful. I use it all the time especially to get more corner carry on some combos.
"The dog", he's Koromaru
cool
In smash bros you aren't always facing each other
PERSONA 4 ARENA LESSSSSSSSSSSSSSS GOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
one of the silliest strive techs as Goldlewis involves this. you dont turn around in the air until you perform an air action, so if you jump over the opponent and press a button, it won't be reversed.
his 842 and 862 behemoths use almost identical animations, just mirrored. if you use a behemoth just before landing, he does the grounded version without turning around.
as a result, you can jump over your opponent and input 842 just before landing for a low, or do 862 just after landing for an overhead, and it's basically a pure 50/50.
I haven't even played P4. Why do I get recommendations for an obscure fighting mechanic from P4 Arena?
Anyway, that's a very unusual mechanic for a fighting game. Compared to the few fighting games I have ever tried.
i know you weren't asking but since you mentioned it, i'll say that p4 is a pretty decent (and admittedly unusual) game, with a lot of great characters and side characters. the game is pretty heavily character-focused so if you're into that then you might actually like it on a real one. even then if you prefer story focused then p3 is my favourite of the franchise by a mile, and that also has good characters
again ik this was unprompted but i'll take any chance to try and share games i like lmao
Another great video from a great channel
Air turn is cool
Did you see that nekoze is going to be on a kumite?
I did! Sadly I won't be participating tho. I'm not good enough
@@clallsparrows671 bs i believe you would well or at least put up a fight
But fr i hope you keep giving us updates cuz they are yummy
Jus remember getting mopped on this game and never playing again lmao
i dont play this game but banger of a vid
You should totally play it. It's super fun!
@@clallsparrows671is it active?
@mrdeez....6294 Yes! Very active especially the discord server in the description!
coolio. as a smash fan, melee specifically, more movement is more better
so you never played any of the real bout games?
first thing i thought when i touched this game was "an airdash with midair turn mechanic, this is gonna be so broken", but then the game was broken everywhere
The capacity of turning around in the air exists in some SNK games from the early 90s. Sorry but its absolutely not a new thing invented by Arcsys. The only correct thing to say is that Arcsys created a kind of polished or evolved form of air turning. So that is just one of the many old innovations in fgs that were abandoned in the 90s for a long time.
Generally the newer fg fans (around the ps3 gen) or just the fans with little varied fg culture (stuck into the bubble of his few favorite games) have a very small idea of how much the genre was explored creatively in the early times... and many of those innovations were just forgotten. Then those newer guys see one of these forgotten ideas brought back, gets naturally surprised at that unusual thing (in a genre that became so repetitive and stagnant after the 00s) and believes its finally a fresh and original idea.
It's not new within arcsys games either cuz it's in gg1
Common persona 4 arena W
too... many.... complicated.... fighting games.
love persona but air turn is yucky
Seems like it makes the game more complex just for the sake of complexity
It's actually very intuitive. It's done by pressing 2 buttons or a single assigned button.
Do you want to face this direction while airdashing?
You're stuck in the air. They ran under you, you can choose to go in another direction
and angle your move how you want.
Now everyone has extra mobility options, most character have at least one decent left/right, and generally a "very specific cool thing" based on the character.
This video is glossing over really REALLY specific things that I don't think most of these are actually done, but it is very useful.